These need to be ordered as per shader enum ordering, I'll
rewrite this soon, but this is a bug fix.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
outinfo = &vs->info.vs.outinfo;
unsigned ps_offset = 0;
- if (ps->info.fs.has_pcoord) {
- unsigned val;
- val = S_028644_PT_SPRITE_TEX(1) | S_028644_OFFSET(0x20);
- pipeline->graphics.ps_input_cntl[ps_offset] = val;
- ps_offset++;
- }
if (ps->info.fs.prim_id_input && (outinfo->prim_id_output != 0xffffffff)) {
unsigned vs_offset, flat_shade;
++ps_offset;
}
+ if (ps->info.fs.has_pcoord) {
+ unsigned val;
+ val = S_028644_PT_SPRITE_TEX(1) | S_028644_OFFSET(0x20);
+ pipeline->graphics.ps_input_cntl[ps_offset] = val;
+ ps_offset++;
+ }
+
for (unsigned i = 0; i < 32 && (1u << i) <= ps->info.fs.input_mask; ++i) {
unsigned vs_offset, flat_shade;
unsigned val;